Unknown by unknow (at least by me)
Balor Executioner
Champion Huge fiend (demon), chaotic evil
Armor Class 19 (Natural Armor)
Hit Points 396 (22d12 + 132; bloodied 198)
Speed 50 ft., fly 90 ft.
STR | DEX | CON | INT | WIS | CHA |
28 (+9) | 17 (+3) | 23 (+6) | 20 (+5) | 18 (+4) | 22 (+6) |
Savings Throws Str +15, Dex +9, Con +12, Wis +10, Cha +12
Skills Athletics +15, Intimidation +12, Perception +10
Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 180 ft., passive Perception 20
Languages Abyssal, telepathy 180 ft.
Challenge 19 (37,500 champion XP)
Proficiency Bonus +6
Chaos Lord (Champion Trait, recharges after a short or long rest). If the balor is bloodied, it can remove one condition or effect it is suffering and it can use its champion actions.
Death Throes. When the balor is reduced to 0 hit points, it dies, its weapons are destroyed, and it begins to implode. On its initiative count each round after it dies, the balor's body reduces by one size category. When the balor's body becomes Small, it explodes and each creature within a 60-foot radius of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage* on a failed save, or half as much damage on a successful one. The explosion ignites the area for 1 minute. Any object in the area or creature the ends it turn in or adjacent to the area takes 10 (3d6) fire damage.
*This damage is not calculated as part of the balor's CR.
Executioner. The balor knows the health (current hit points and any conditions or effects it is suffering) of all creatures it can see within 60 feet of it.
Fire Aura. At the end of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Magic Resistance. The balor has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against the balor has disadvantage on the attack roll.
Magic Weapons. The balor’s weapon attacks are magical and it can wield its greatsword in one hand.
Unstoppable. The balor can can use a reaction, take 30 hit points of damage, and end one condition or effect it is suffering.
Vicious Brute. The balor suffers a -2 penalty on its melee weapon attack rolls and deals two extra dice of its damage when it hits (included in the attack).
ACTIONS
Multiattack. The balor makes two melee attacks.
Greatsword. Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
Hit: 30 (6d6 + 9) slashing damage plus 22 (5d8) lightning damage, or 76 (15d8 + 9) slashing damage plus 67 (15d8) lightning damage on a critical hit.
Whip. Melee Weapon Attack: +13 to hit, reach 30 ft., one target.
Hit: 19 (3d6 + 9) slashing damage plus 21 (6d6) fire damage, and the target must succeed on a DC 23 Strength saving throw or be grappled (DC 20 escape) and pulled up to 25 feet toward the balor. If a creature ends its turned grappled by the balor's whip, it takes 10 (3d6) fire damage.
Claws. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 22 (5d6 + 9) slashing damage plus 10 (3d6) fire damage and the creature must make a DC 23 Strength saving throw or be pushed 10 feet or knocked prone, the balor's choice.
Chaos Bolt. Ranged Spell Attack: +12 to hit, range 120 ft., one target.
Hit: select one of the d8 damage die, the target takes 23 (2d8 + 4d6) damage of one of the following types based on the die selected: 1) acid, 2) cold, 3) fire, 4) force, 5) lightning, 6) poison, 7) psychic, or 8) thunder. If both of the initial d8 damage rolls are the same number, the balor can select another target within 30 feet of the original target and make the same attack against the new target.
Innate Spellcasting. The balor’s spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The balor can innately cast the following spells, requiring no material components.
At will:
chaos bolt (see "Actions"), darkness, detect magic, dispel magic, suggestion, telekinesis
3/day each:
lightning bolt (7th level), power word pain, teleport, wall of fire
1/day each:
dominate monster, incendiary cloud
BONUS ACTIONS
Flames of the Abyss. For 1 minute after the first time the balor is bloodied, the range of its Fire Aura increase to 10 feet and the damage it inflicts increases to 14 (4d6) fire damage
Obscene Magic (1/Short Rest). The balor can cast an at will spell.
Teleport (Recharge 4-6). The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
CHAMPION ACTIONS
Once the balor's champion trait is activated it can take a champion action, choosing from the options below, in place of one of its standard actions on its turn.
Wing Buffet. The balor beats its wings, each creature within 15 feet of it must make a DC 23 Constitution saving throw or be incapacitated until the start of its next turn. The balor can then move up to half its speed.
Executioner's Sword (Recharge 5-6). The balor makes one of the following attacks.
- Sweeping Blade. The balor makes a longsword attack against each creature within its reach.
- Death Strike. The balor uses its longsword to attack a creature within its reach. On a hit, instead of taking damage as normal, if the target has 19 hit dice or less, it dies. Otherwise the target takes 100 slashing damage.